Homebrew:Fencer: Difference between revisions

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[[file:bodyguard.jpg|right|thumb|500px]]
[[file:fencer.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Bodyguard subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Fencers are highly skilled duelists and swordmasters. These quick-footed warriors forego the usual heavy armor that most fighters wear, in favor of unfettered movement and flexibility. Fencers have a flair for style and panache, and usually seize victory with a cunningly precise strike that leaves their foes baffled, and shortly thereafter, bleeding.


Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith’s Defenders Guild, followed closely by distinguished members of House Medani’s Warning Guild.
Some fencers are rumored to be unsavory rakes and scoundrels, while many others are featured in songs and chronicles as heroes with a bold and audacious air. Some of these seedy rumors and heroic retellings might actually refer to the same person!


== Selfless Guardian ==
<blockquote><h3>Dashing Swordfighters</h3>
Many of the Fencer’s features described here make extensive use of Charisma, an ability score not usually considered very important to fighters. If you plan to take this subclass at 3rd level, consider putting your two highest ability scores in Dexterity and Charisma.</blockquote>
 
== Bonus Proficiency ==
''3rd-level {{PAGENAME}} feature''
 
Fencers often train in more diverse skill sets than is typical for fighters. You gain proficiency in one of the following skills of your choice: {{acrobatics}}, {{deception}}, {{intimidation}}, {{performance}}, or {{persuasion}}.
 
== Precise Flourish ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You have honed your reflexes to instinctively interpose yourself between your allies and danger. Whenever an ally you can see would take damage, you may move up to half your speed directly toward that ally as a reaction. This movement does not provoke opportunity attacks. If this movement brings you within 5 feet of your ally, you may choose to take the damage they would be dealt in their stead.
You have incorporated stylistic flair into your fighting style that masks your deadly precision. When you make a melee weapon attack with a finesse weapon wielded in one hand, and have nothing in your other hand, you may spend a Precision Die, a d8, to roll it and add the result to the attack roll. You may also perform a flourish that confounds or hinders the target. You may decide to roll the Precision Die and declare which flourish you perform after seeing the result of your attack roll, but you must do so before you know whether the attack hits or misses.  


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
You have a number of Precision Dice equal to your Charisma modifier (minimum of one), and you regain all spent Precision Dice when you finish a short or long rest.


== Threat Assessment ==
If a flourish requires a saving throw, the DC equals 8 + your proficiency modifier + your Charisma modifier. On a successful save, the target becomes immune to all of your flourishes until it finishes a short or long rest. You may choose any of the below flourishes:
 
;Befuddling Routine
:You incorporate such complex movements in your attack routine that your opponent is left briefly unsure of its next move. The target of your attack must make an Intelligence saving throw. On a failure, its speed is reduced to 0 until the end of its next turn.
;Demoralizing Feint
:You use your attack to cleverly disguise a feint that leaves your opponent looking foolishly outmatched. The target of your attack has disadvantage on the next attack roll it makes before the start of your next turn.
;Disarming Sweep
:The target of your attack must succeed on a Dexterity saving throw or drop one item of your choice that it is holding. As a reaction, you may choose to either catch the creature’s dropped item in your other hand, or fling it up to 15 feet away.
 
== Unfettered Defense ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You develop a talent for instinctively recognizing hostile intentions. You gain proficiency in the Insight skill if you do not have it already. Whenever you make a Wisdom ({{insight}}) check to determine whether a creature intends harm toward you or an ally you can see, treat a roll of 7 or lower on the d20 as an 8.
You incorporate your sense of panache into your flexible defensive style. While you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Charisma modifier.


== Vengeful Guardian ==
Additionally, when you reach 10th level in this class, you gain proficiency in Dexterity saving throws while you are wearing no armor nor wielding a shield.
 
== Audacious ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


When you use Selfless Guardian, the next attack you make before the end of your next turn that hits the creature that triggered your reaction deals an additional 1d10 damage.
Your bold nature and reputation lends you an audacious air. Whenever you make a Dexterity ({{acrobatics}}) check or any Charisma ability check, you may spend a Precision Die to roll it and add its result to your ability check. You may decide to roll the Precision Die after seeing the result of your ability check, but before you know whether it succeeds or fails.


== Always Vigilant ==
== Parry and Retort ==
''10th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''
 
You can no longer be surprised and you have advantage on initiative rolls. As a reaction when you roll initiative, you can cause one ally that can hear you and who is surprised to no longer be surprised.


== Enduring Guardian ==
When you are wielding a finesse weapon in one hand and have nothing in your other hand, and another creature hits you with a melee attack, you may spend a Precision Die as a reaction to roll it and add its result to your AC against that attack, potentially causing the attack to miss.
''15th-level {{PAGENAME}} feature''


When you use your Selfless Guardian feature, you immediately gain resistance to all damage until the end of your next turn, including the damage you take as part of your reaction. Additionally, when you roll initiative and have no uses of Selfless Guardian remaining, you regain one use of that feature.
If the creature’s attack does miss, you may immediately make a melee weapon attack against the creature. If your attack hits, you don’t add your ability modifier to the damage roll, unless that modifier is negative.


== Perfect Guardian ==
== Improved Precision ==
''18th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


After you use your Selfless Guardian feature, until the end of your next turn, you may continue to choose to take any damage an ally within 5 feet of you would be dealt, instead of that ally.
Your Precision Dice turn into d10s. At 18th level, they turn into d12s.


Additionally, when you choose to take damage from an attack that hits an ally, you suffer no damage if the attack roll doesn’t equal or exceed your Armor Class.
== Enduring Precision ==
''15th-level {{PAGENAME}} feature''


Lastly, after using your Selfless Guardian feature, all of your attacks deal an additional 1d10 damage to creatures that attempted to deal damage to allies within 5 feet of you, until the end of your next turn.
When you roll initiative and have no Precision Dice remaining, you regain one Precision Die.


[[category:homebrew fighter subclasses]]
[[category:homebrew fighter subclasses]]

Latest revision as of 18:22, 26 July 2025

(OOC: This is an implementation of the Fencer subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Fighter

Fencers are highly skilled duelists and swordmasters. These quick-footed warriors forego the usual heavy armor that most fighters wear, in favor of unfettered movement and flexibility. Fencers have a flair for style and panache, and usually seize victory with a cunningly precise strike that leaves their foes baffled, and shortly thereafter, bleeding.

Some fencers are rumored to be unsavory rakes and scoundrels, while many others are featured in songs and chronicles as heroes with a bold and audacious air. Some of these seedy rumors and heroic retellings might actually refer to the same person!

Dashing Swordfighters

Many of the Fencer’s features described here make extensive use of Charisma, an ability score not usually considered very important to fighters. If you plan to take this subclass at 3rd level, consider putting your two highest ability scores in Dexterity and Charisma.

Bonus Proficiency

3rd-level Fencer feature

Fencers often train in more diverse skill sets than is typical for fighters. You gain proficiency in one of the following skills of your choice: AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips., DeceptionCharisma (Deception)skillYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie., IntimidationCharisma (Intimidation)skillWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision., PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment., or PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk..

Precise Flourish

3rd-level Fencer feature

You have incorporated stylistic flair into your fighting style that masks your deadly precision. When you make a melee weapon attack with a finesse weapon wielded in one hand, and have nothing in your other hand, you may spend a Precision Die, a d8, to roll it and add the result to the attack roll. You may also perform a flourish that confounds or hinders the target. You may decide to roll the Precision Die and declare which flourish you perform after seeing the result of your attack roll, but you must do so before you know whether the attack hits or misses.

You have a number of Precision Dice equal to your Charisma modifier (minimum of one), and you regain all spent Precision Dice when you finish a short or long rest.

If a flourish requires a saving throw, the DC equals 8 + your proficiency modifier + your Charisma modifier. On a successful save, the target becomes immune to all of your flourishes until it finishes a short or long rest. You may choose any of the below flourishes:

Befuddling Routine
You incorporate such complex movements in your attack routine that your opponent is left briefly unsure of its next move. The target of your attack must make an Intelligence saving throw. On a failure, its speed is reduced to 0 until the end of its next turn.
Demoralizing Feint
You use your attack to cleverly disguise a feint that leaves your opponent looking foolishly outmatched. The target of your attack has disadvantage on the next attack roll it makes before the start of your next turn.
Disarming Sweep
The target of your attack must succeed on a Dexterity saving throw or drop one item of your choice that it is holding. As a reaction, you may choose to either catch the creature’s dropped item in your other hand, or fling it up to 15 feet away.

Unfettered Defense

3rd-level Fencer feature

You incorporate your sense of panache into your flexible defensive style. While you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Charisma modifier.

Additionally, when you reach 10th level in this class, you gain proficiency in Dexterity saving throws while you are wearing no armor nor wielding a shield.

Audacious

7th-level Fencer feature

Your bold nature and reputation lends you an audacious air. Whenever you make a Dexterity (AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check or any Charisma ability check, you may spend a Precision Die to roll it and add its result to your ability check. You may decide to roll the Precision Die after seeing the result of your ability check, but before you know whether it succeeds or fails.

Parry and Retort

7th-level Fencer feature

When you are wielding a finesse weapon in one hand and have nothing in your other hand, and another creature hits you with a melee attack, you may spend a Precision Die as a reaction to roll it and add its result to your AC against that attack, potentially causing the attack to miss.

If the creature’s attack does miss, you may immediately make a melee weapon attack against the creature. If your attack hits, you don’t add your ability modifier to the damage roll, unless that modifier is negative.

Improved Precision

10th-level Fencer feature

Your Precision Dice turn into d10s. At 18th level, they turn into d12s.

Enduring Precision

15th-level Fencer feature

When you roll initiative and have no Precision Dice remaining, you regain one Precision Die.